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)
Combo Theory
Drink Levels
As Jamie continues to increase his Drink Level (Either by using The Devil Inside (22P) or by using his various specials and target combos to do so), several changes occur:
With each new drink level, he obtains one new special move and one new target combo.
At level 2, Jamie gains bakkai (236K) an anti projectile move that also doubles as your strongest combo ender.
At level 4, his Freeflow Strikes (236P) become safe on the first hit (-3), and due to being a multi-hit, can self-hit-confirm into the next part of the special.
Jamie's attack damage and combo damage increase as he drinks. specifically, the scaling on his attacks begin at 90% at Level 0, and increase by 5% with each drink level up to 110% at Level 4. This scaling also affects attacks deeper into combos.
At Drink Level 0
While at drink level 0, your combos should always be structured around getting a drink at the end.
Here are some common ways to obtain that first drink:
Hit confirming 5MK or 2MK into Freeflow Kicks
Ending a combo with Phantom Sway (2HK~HK~P}
Ending a combo with OD Swagger Step will allow for 1 or 2 drinks depending on the opponents character
After a back throw, most opponents are too far to punish a drink attempt
At Drink Level 1
At Drink Level 1, you gain access to Bitter Strikes (5LP~LK~MP). This is Jamies most important target combo as it is special cancelable at the end and only requires 5 frames to start up to land the first hit.
Jamie also gains access to his Luminous Dive Kick special move. This gives him access to extended combos routes after Tensei Kick (2KK) as well as a good tool for mixing up.
At Drink Level 2
At Drink Level 3
At Drink Level 4
Combo Enders
Jamie has various ways to end his combos depending on the situation and position he is in.
Freeflow Kicks
One of Jamies goto special moves due to the drink level increase granted at the end.
Use this special at DL 0 or 1 to get a drink in. Be careful however as it is -1, use the Overdrive version, which is +1, in the corner to continue your pressure.
Arrow Kick
Aside from being a good reversal and anti-air, ending combos in Arrow Kick can work very well.
Using 623LK will set up an auto timed safe jump.
Using 623MK can set up meaty attacks after a DRP.
Using 623HK deals the most damage.
Swagger Step
Bakkai
Combo List
Light Confirms
Confirms off of light normals, useful for interrupting an opponent's pressure or punishing a fast poke.
Drink Level 0
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2LP , 5LK~LK > 623HK
Anywhere
1566
0 Bars
0 Bars
Easy
Useful for beating out block strings with big gaps. +39 KD, use to get a drink in.
2LP , 5LK~LK > 623LK
Anywhere
1314
0 Bars
0 Bars
Easy
A 5LK might need to be removed based on distance. +42 KD safe jump in the corner, or +5 anywhere after 2 dashes.
2LP , 2LK , 5LK > 623LK
Anywhere
1233
0 Bars
0 Bars
Easy
The light portion is useful as a block string due to it pushing further than other light strings.
Medium Confirms
Confirms off of medium normals, useful for starting combos off of pokes in neutral.
Drink Level 0
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5MP , 5LK > 236LP~LK~LK
Anywhere
1462
0 Bars
0 Bars
Easy
Easy link that leads to a drink.
5MP , 5LK > 623LK
Anywhere
1530
0 Bars
0 Bars
Easy
Easy link that leads to a safe jump.
2MP > 236LP~LK~LK
Anywhere
1102
0 Bars
0 Bars
Easy
Low-hitting confirm into drink level
Drink Level 1
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5MP , 5LP~LK~MP > 623LK
Anywhere
1907
0 Bars
0 Bars
Easy
Easy link that leads to safe jump and more damage as well as a more lenient input window.
5MP , 5LP~LK~MP > 236LP~LK~LK
Anywhere
1824
0 Bars
0 Bars
Easy
Slightly less damage but increases drink level.
Drink Level 2
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5MP , 5LP~LK~MP > 236LK
Anywhere
2250
0 Bars
0 Bars
Easy
More damage and safe jump
Heavy Confirms
Confirms off of heavy normals, useful for punishing very unsafe moves in neutral
Reversal Punishes
Useful routes for punishing blocked/parried supers or DPs.
5HK or PDR 5HP into Stuff
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
5HK Dash 2HP623LK
Anywhere
2527
Easy
Simple and leads to a safejump.
5HK PDR 2KK j.HK5HP2HK-K-P
Anywhere
2936
Hard
1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
PDR 5HP2HP 236236P PDR 2KK dl j.HKj.MP214HK
Anywhere
4929
Medium
Universal SA3 route that leads to good damage. Dash after the divekick to be +7.
Resource efficient damage and a drink with plus frames. Can do 623HK (3527) or SA1 (3989) for more damage.
PDR 5HP2HP 214PP 5HP(2) DR 2HP 214PP 623HK
Corner
4103
Medium
Burnout -> Corner damage dump. SA1 = 4327
PDR 5HP2HP 236236P PDR 2HP623HK 623KK
Corner
5329
Easy
Super Art 3 for lots of damage.
Command Grab
Routes tested at DRINK LEVEL 3.
Tested various routes to try and find optimal damage under different conditions. If you find something better for a given scenario, feel free to update!
I believe this is optimal SA3 damage at Drink Level 3. The combo after SA3 can be changed up to match your screen position. Here is Hatson's Drink Level 4 Route
Overdrive Command Grab (63214KK)
Combo
Position
Damage
Drive Gauge
Super Gauge
Difficulty
Notes
Video
2HP236HK
Anywhere
2758
Easy
Zero Resources Spent
PDR 2KK j.HK5HP2HK-K-P
Anywhere
2402
Hard
1 Drive Bar spent. Generally would do this midscreen. 5HP into Sweep is hard but doable with practice!
2HP DR 5MP2HP236HK
Anywhere
2968
Easy
3 Drive Bars
2HP DR 5MP2HP DR 5MP2HP236HK
Midscreen
3088
Medium
Burout -> Midscreen damage dump. 2HP SA1 = 2944, one DR extension into SA1 = 3070, the full thing into SA1 = 3415.
Great combo route when used outside of the corner with a lot of corner carry. The j.HK needs to be slightly delayed so the opponent is knocked high enough in the air for the j.MP to connect. 623LK can be used instead of 623HK in the corner for a safe jump.