No edit summary |
|||
Line 9: | Line 9: | ||
== Links and Starters == | == Links and Starters == | ||
=== Normal Hit === | === Normal Hit === | ||
{{TheoryBox | {{TheoryBox | ||
Line 29: | Line 18: | ||
| Anchor = | | Anchor = | ||
| Youtube = | | Youtube = | ||
| Recipe = 2LP~5LP~5LP > 236MK | | Recipe = 2LP/2LK~5LP~5LP > 236MK | ||
| content = Works at point blank, further ranges may need to drop the second 5LP. 1440 DMG. | | content = Works at point blank, further ranges may need to drop the second 5LP. 2LK hits low as a starter, while 2LP brings extra damage. 1440 DMG. | ||
}} | }} | ||
Revision as of 16:03, 4 June 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) |
Links and Starters
Normal Hit
Works at point blank, further ranges may need to drop the second 5LP. 2LK hits low as a starter, while 2LP brings extra damage. 1440 DMG.
Works at point blank, further ranges may need to drop the second 5LP. 1510 DMG.
1 Bar variant of the normal Light Confirm for some extra damage and corner carry. 2210 DMG, 1 Su.
Jump cancel combo for 4 frame punishes. Beware of the short range needed for the 4MP to hit in a real match. 2010 DMG.
Meter variant of the Jab Punish combo. Don't charge the 623HK if you don't want to side switch. 3116 DMG, 2 Su, 2 Dr.
Standard jump-in combo. 623HK may be an alternative ender some extra damage, but I keep getting 236236K instead when I try it. 2680 DMG.
Meter variant of the Jump-in Combo. 236236K works as a 1 bar alternative ender. 4780-5130 DMG.
When you're looking to cross-up with your jump in. 2060 DMG.
Meter variant of the Jump-in Cross-up combo. Don't charge HK if you don't want to side switch. 3166 DMG, 2 Su, 2 Dr.