Street Fighter 6/A.K.I./Combos: Difference between revisions

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m (The 5 Drive stun combo had the 5MP and the 5MK swapped around. 5MK links into 5MP on regular hit, not the other way around.)
m (forgot to update the video. Sorry for the multiple rapid edits.)
 
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| Youtube    =  
| Youtube    =  
| Recipe    =  
| Recipe    =  
| content    = Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down.
| content    = Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison.


Example enders:
Example enders:
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| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    = https://www.youtube.com/watch?v=WgvMXZ8Ltv0&ab_channel=Basinator
| Youtube    = https://www.youtube.com/watch?v=EBDVjQqWEkM&ab_channel=itloaf
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > Super
| Recipe    = {{clr|M|214MP}}, {{clr|H|j.HP}}, {{clr|M|5MK}}, {{clr|M|5MP}} > {{clr|M|236MP}}, {{clr|H|5HK}} > 236PP, {{clr|H|214HP}}, {{clr|4|PDR}} {{clr|H|5HK}} > 214KK > {{clr|L|236P}} > Super
| content    = High damage route into a super. Relies on the extra 214KK for more damage.
| content    = High damage route into a super. Relies on the extra 214KK for more damage. If ending with SA1, omit the {{clr|L|236P}} for a ~150 damage increase.
* SA1: ~3805 damage
* SA1: ~3950 damage
* SA2: ~4210 damage
* SA2: ~4210 damage
* SA3: ~5130 damage
* SA3: ~5290 damage
}}
}}
|-|
|-|

Latest revision as of 18:59, 3 March 2025


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)

Starter Combos

Light confirms
Very Easy
2LP > 2LP > 2LP > 214HP/236HP
5LP~LP > 214HP/236HP
2LK > 2LP > 2LP > 214HP/236HP
2LP > 2LP > 2LP, 5LK > 236MP

Basic light button confirms into a knockdown. A.K.I. may be able to chain three 2LP and link an additional 5LK together depending on her range from the opponent. When unsure, it is mostly safe to perform the 2LP, 5LK link (unless A.K.I. starts very far away, in which case only one 2LP/5LK will connect). At further ranges, 236HP/214HP enders will not connect, and she will have to opt for 236MP instead.

Generally, if A.K.I. hit confirms, it is preferred to end with 236HP as she gains access to many setups. If the opponent is poisoned, A.K.I. may also want to end with 236MP to gain access to higher-damaging and lower cost combo extensions. However, when unsure, A.K.I. can safely end the string with 214HP even if the opponent is blocking.

5HK starter
Very Easy
5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

This is A.K.I.'s bread and butter combo. She can also route into this combo from a jump-in j.HP/j.HK, or from a drive rush cancel. On block, 5HK > 2PP~K frame traps, but A.K.I.'s turn ends after the Heel Strike, as she will be -3 on block.

From a 236HP knockdown, she gains access to many setups, making it one of her preferred enders in a combo. A.K.I. also has the option to end with 236MP, which may be better for Toxic Blossom routes.

Example jump-in combo: j.HP/j.HK > 5HK > 2PP~K, 2LP > 2LP > 236HP

236HP! Extensions
Easy
236HP!, PDR 2MP > 236HP

Standard routing. Leads to the same 236HP setups after.

Drive Impact
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

This is the same combo as the 5HK combo shown above.


Links & Chains

A non-comprehensive list of important links and chains A.K.I. has access to.

Combo Notes
5LP~LP General-purpose close-range TC. Slightly slower than 2LP, but frame traps between hits and is safe on block.
2LK/2LP > 2LP > 2LP Third 2LP may whiff if A.K.I. starts further away.
2LP, 5LK Very important link for her combos that allows A.K.I. to cancel into 236MP or 236HP at further ranges.
5MK, 5MP AKI's main medium starter link. 5MP will whiff at further ranges.
2MK/5HK, 2LP/5LK Has uses for oki situations, but rarely used otherwise.


Combo Theory

Picking an Ender

LP Serpent Lash (236LP)


Generic combo ender. Unrewarding, but sometimes the best AKI gets. Has the best range of any option she has and cancels into lvl3, but will drop at max range. Applies Poison. If the opponent was already Poisoned, the opponent will be knocked down. Note that in corner combos in which this move can juggle into lvl1, it is often more damaging to forgo this move and combo directly into the super if the opponent is Poisoned. This is due to the poison damage during the lvl1 animation doing more damage than the scaled LP Serpent Lash, which triggers Toxic Blossom and removes the poison.

Example enders:

  • anything special cancelable > 236LP
  • ... > 2PP~K (juggle), 236LP

Drive Rush Cancel Extensions

A.K.I. can arbitrarily extend her combos after a cancelable button by drive rush canceling. This may be a good option if the opponent's health is low and A.K.I. is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for better corner carry.

The main idea behind all of these combos is to somehow end with 5HK > 2PP~K. Therefore, if A.K.I. is doing combo extensions from either a medium or a heavy button but does not want to commit to using all her drive gauge, it is best to route into DRC 5MK, 5HK > 2PP~K. This is not possible with a light starter, however, so the best option is to route into DRC 5MK, 5MP > Ender.

Otherwise, the combo listed below is A.K.I.'s optimal route if she chooses to spend all her drive gauge for maximum damage. Substitute the enders with a super or super cancel the enders as necessary.

5LP~LP/2LP/5LK starter
DRC 2LP, 5MK, 5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP, 5LK > Ender

For a single drive rush cancel extension, it is better to cancel into the first half of the combo (DRC 5MK, 5MP > Ender) for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a light starter.

Note that a 5LP starter without the target combo will not work.


Main Combos

236HP is only one possible ender for these combos. On block, 214HP is preferred as it is safe on block. These combos work anywhere on the screen, provided that A.K.I. is close enough to the opponent.

Light Starter

Listed here are some combos that may be good for mashing out of pressure.

Combo Drive Gauge Used Notes
2LP > 2LP > (2LP, 5LK >) 236HP - 4f starter. 4-hit light confirm, where 2LP can potentially chain into itself three times before linking into 5LK depending on the A.K.I.'s distance from the opponent.
5LP~LP > 236HP - 5f starter. Target combo into a knockdown.
2LK > 2LP > 2LP > 236HP - 5f low starter into a knockdown.
CH 2LP/5LP/5LK, 5MP > 236MP/236HP - Counter-hit light starter. 5MP can hit at ranges where another 2LP could have whiffed.

Medium Starter

These combos can be done at ranges further than with light starters, but still require A.K.I. to be somewhat close to her opponents.

Combo Drive Gauge Used Notes
5MK, 5MP > 236HP - Decent range starter, though 5MP can easily whiff at further ranges.
5MP/2MP > 214LP~6P - Frame traps for each of the hits, and combos on hit. Good tool for making opponents respect A.K.I.'s 5MP. The fireball follow-up leaves A.K.I. -16 on block, so be careful when using it.
2MP/5MP > DRC 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png 5MP: 6f starter with an okay range. 2MP: 8f starter with a better range. Drive gauge used to extend combo into a knockdown.
2MP > 236PP, 2LP > 2LP > 2LP > 236HP! SF6 drive gauge.pngSF6 drive gauge.png Routing into OD Serpent Lash and Toxic Blossom. Only works from 2MP or 5HK. 236HP! extensions can be found here.
CH 5MP, 2LP > 2LP > 236HP - 6f counter-hit starter into a knockdown. Plenty of time to hit confirm.
CH 2MP/5MP > 2PP~K, 2LP > 2LP > 236HP - 5MP: another 6f counter-hit starter. Less time to hit confirm and is less safe. Best used as a sure punish after a blockstring.
PC 2MK, 2MP > 236HP - Whiff punish into a H lash knockdown. Connects well at further ranges.
PC 5MK, 2HP - Convert whiff punish with 5MK into a knockdown.

Heavy Starter

Punish Counter 5HK routes can be found here.

Combo Drive Gauge Used Notes
5HK > 2PP~K, 2LP > 2LP > 236HP - A.K.I.'s BnB.
5HK > 214LP~6P - Similar to her 5MP route above.
CH 6HP, 5LK > 236LP - Far range counter-hit combo. Only 236LP works at far ranges.
CH 6HK, 5MP > 236HP -

Drive Rush Starter

These routes also work when inserted in as a drive rush cancel from medium/heavy buttons (with the exception of her command normals).

Combo Drive Gauge Used Notes
PDR 5MK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Drive rush 5MK into BnB.
PDR 2MK/5MK, 5MP > 236HP SF6 drive gauge half.png 5MK: 7f low starter that has a decent range. 2MK: 5f low starter with a slightly worse range. 5MP will whiff at further ranges.
PDR 3MP, 5MP > 236HP SF6 drive gauge half.png 24f overhead option. Decent mix option.
PDR 6HK, 5MP > 236HP SF6 drive gauge half.png A bit slow, but a good approach option. Very plus on block, and plenty of time to confirm.
CH PDR 6HK, 5HK > 2PP~K, 2LP > 2LP > 236HP SF6 drive gauge half.png Counter-hit route, leads to more damage and corner carry.

236LP Combo Extensions

These are combo extensions that can be added on after Punsh Counter 236LP or after 236LP procs Toxic Blossom. For Punish Counter 236LP starters used as a reversal punish, please refer to the Reversal/Throw Whiff Punish section.

Corner PC 236LP
Very Easy


PC 236LP, 236LP!

Good knockdown advantage, but the opponent loses the poison state.


236MP! Combo Extensions

These are combo extensions that can be added on after 236MP procs Toxic Blossom as part of a combo.

Safejump Route
Easy
...236MP!, 66 5LK > 236HP

Sets up a safejump with forward jump j.HP that does not depend on the opponent's rise option and does not consume any drive gauge. This route won't work if 236MP! procs too far away from A.K.I. An example route is 5HK > 2PP~K, 5LK > 236MP!, 66 5LK > 236HP.

236HP! Combo Extensions

These are combo extensions that can be added on after 236HP procs Toxic Blossom as part of a combo.

Combo Drive Gauge Used Drive Notes
...236HP!, PDR 2MP > 236HP SF6 drive gauge.png Her go-to option, as it opens her up to the same setups after a regular 236HP (e.g. safe jumps).
...236HP!, dl 236LP - Meterless option for when her drive gauge is low. It builds enough space to safely throw out a projectile. Doesn't work at max range 236HP!
... > 236HP!, PDR 5MP > 2PP~K, 236LP SF6 drive gauge.png For a mix of extra damage and corner carry at the cost of stricter spacing (doesn't work at max range 236HP!)
...236HP!, PDR 5HK > 236MP SF6 drive gauge.png Better damage and better corner carry, but loses access to her usual 236HP setup.
... > 236HP!, PDR 5HK > DRC 5HK > 22P~P SF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.pngSF6 drive gauge.png For expensive corner carry (only works at max range 236HP!)
...236HP!, PDR 2MP/5MP > 2PP~K, PDR 2MP/5MP > 214MP/Super SF6 drive gauge.png Corner carry route. Can end with super to squeez out some extra damage. Good option for closing out rounds.

Reversal/Throw Whiff Punish

These are essentially a mix of 5HK and 236LP punish counter routes.

Non-Poisoned Routes

Meterless
Very Easy
PC 5HK > 214HK, 2LP > 2LP > 2LP > 236HP

Basic punish counter 5HK routing.

Poisoned Routes

Drive Gauge Usage: SF6 drive gauge.png
Easy
PC 5HK, 2PP~P!, 5HK > 214HP, PDR 2HP

A.K.I.'s midscreen Poison PC combo. Good damage and corner carry.

Anti-Air Combos

It is quite difficult to hit confirm the punish counter 5HK. A.K.I. can option select her follow-ups to cancel into 214PP if the hit is not a punish counter hit.

Drive Gauge Usage: SF6 drive gauge.pngSF6 drive gauge.png
Easy
(Air Hit) PC 5HK, 214KK, 236MP, 236LP

Simple combo off of a punish counter air hit 5HK.

Drive Impact Combos

As seen in the starter combos section.

Drive Gauge Usage: SF6 drive gauge.png
Very Easy
PC DI, 5HK > 2PP~K, 2LP > 2LP, 5LK > 236HP

This is the same combo as the 5HK combo shown above.

Stun Combos

The opener for all of these combos can be adjusted for better consistency or higher damage. The opener listed below is 214MP, j.HP, 5HK.

  • j.HK can be used instead of j.HP for more consistent routing with the same damage (this is because j.HK has faster startup than j.HP)
  • 5MK, 5MP can be used instead of 5HK for more damage in certain routes.
  • Anytime the opponent is put into a crumple state (e.g. from 236MP!) with Orchid Spring (214MP) active, A.K.I. can delay her next link slightly to increase the poison damage taken by the opponent.

Example alternate opener: 214MP, j.HK, 5MK, 5MP > ...

Meterless
Easy
214MP, j.HP, 5HK > 236MP!, 5HK > 2PP~K, 236LP!

Meterless route that gives a +50 knockdown for A.K.I. if performed correctly. This allows her to end in Orchid Spring (and leaves her +4), but doesn't give a throw mixup on oki due to spacing.


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